#include "OpenGLRenderer.h"

#include <cassert>
#include <iostream>

	//Window callback
	LRESULT CALLBACK WndProc(	HWND	hWnd,			// Handle For This Window
								UINT	uMsg,			// Message For This Window
								WPARAM	wParam,			// Additional Message Information
								LPARAM	lParam)			// Additional Message Information
	{
		switch (uMsg)									// Check For Windows Messages
		{
			case WM_ACTIVATE:							// Watch For Window Activate Message
			{
				if (!HIWORD(wParam))					// Check Minimization State
				{
					getRendererFromWindowHandle(hWnd)->setActive(TRUE);						// Program Is Active
					
					//ShowCursor(false);		//Windows function
					
				}
				else
				{
					getRendererFromWindowHandle(hWnd)->setActive(FALSE);						// Program Is No Longer Active
	
					//ShowCursor(true);
	
				}
	
				return 0;								// Return To The Message Loop
			}
	
			case WM_SYSCOMMAND:							// Intercept System Commands
			{
				switch (wParam)							// Check System Calls
				{
					case SC_SCREENSAVE:					// Screensaver Trying To Start?
					case SC_MONITORPOWER:				// Monitor Trying To Enter Powersave?
					return 0;							// Prevent From Happening
				}
				break;									// Exit
			}
	
			case WM_CLOSE:								// Did We Receive A Close Message?
			{
				PostQuitMessage(0);						// Send A Quit Message
				return 0;								// Jump Back
			}
	
			case WM_SIZE:								// Resize The OpenGL Window
			{
				CRenderer* Renderer = getRendererFromWindowHandle(hWnd);
				if (Renderer) Renderer->ResizeScene(LOWORD(lParam),HIWORD(lParam));  // LoWord=Width, HiWord=Height
				return 0;								// Jump Back
			}
		}
	
		// Pass All Unhandled Messages To DefWindowProc
		return DefWindowProc(hWnd,uMsg,wParam,lParam);
	}
	
	//Array of renderers that are created 
	std::vector<CRenderer*> renderers;
	
	//Function to find a renderer instance from a given hWnd 
	CRenderer* getRendererFromWindowHandle(HWND hWnd)
	{
		
		for (int i=0;i<renderers.size();i++) {
			assert(renderers[i]);
			if (renderers[i]->getWindowHandle() == hWnd) {
				return renderers[i];
			}
		}
		
		return 0;
		
	}
	
	CRenderer::CRenderer() : active(true), quit(false), fullscreen(false), hDC(NULL), hRC(NULL), hWnd(NULL)			
	{
		
		//Add the renderer to the list 
		renderers.push_back(this);
		
	}
	
	bool CRenderer::Init()										// All Setup For OpenGL Goes Here
	{
		//glShadeModel(GL_SMOOTH);							// Enable Smooth Shading
		glClearColor(0.0f, 0.0f, 0.0f, 0.5f);				// Black Background
		//glClearDepth(1.0f);									// Depth Buffer Setup
		glEnable(GL_DEPTH_TEST);							// Enables Depth Testing
		glDepthFunc(GL_LEQUAL);								// The Type Of Depth Testing To Do
		//glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);	// Really Nice Perspective Calculations
		glEnable(GL_BLEND);									//Enable alpha blending
	    //glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);	//Configure alpha blending
	    glBlendFunc(GL_SRC_ALPHA, GL_ONE);	//Configure alpha blending
		//glEnable2D(); 										//Set to 2D drawing
		//glFrustum(-1.0, 1.0, -1.0, 1.0, 1, 100);
	
		//For textures
		//glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
		glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
		//glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_BLEND);
	    glEnable(GL_TEXTURE_2D);	
	
		return TRUE;										// Initialization Went OK
	}
	
	bool CRenderer::DrawScene()									// Here's Where We Do All The Drawing
	{
		
		//static int i = 0;
		
		//float n = 0.5;
		
		//int p = 10;
		
		//i++
		
		//if (ouden::input::getInputHandler()->isKeyDown(VK_SPACE)) glClear(GL_ACCUM_BUFFER_BIT);
		
		//glClear(GL_ACCUM_BUFFER_BIT);
		
		//glAccum(GL_ACCUM, 0.5);
		//glAccum(GL_RETURN, 1); //Multiplies the accumulation buffer by value and copies the result to the backbuffer
		
		SwapBuffers(hDC);		// Swap Buffers (Double Buffering)
		
		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);	// Clear Screen And Depth Buffer
	
		//glAccum(GL_MULT, n);
	
		glLoadIdentity();									// Reset The Current Modelview Matrix
		
		glScalef(0.1, 0.1, 0.1);
		
		return TRUE;										// Everything Went OK
	}
	
	void CRenderer::ResizeScene(int Width, int Height)		// Resize And Initialize The GL Window
	{
		if (Height==0)										// Prevent A Divide By Zero By
		{
			Height=1;										// Making Height Equal One
		}
	
		glViewport(0,0,Width,Height);						// Reset The Current Viewport
	
		//Save the new width and height
		width = Width;
		height = Height;
	
		glMatrixMode(GL_PROJECTION);						// Select The Projection Matrix
		glLoadIdentity();									// Reset The Projection Matrix
	
		// Calculate The Aspect Ratio Of The Window
		//gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);
	
		//int w2 = width / 2;
		//int h2 = height / 2;
	
		//glOrtho(0,width,0,height,-1.0f,1.0f);					//Set up an orthogonal view with 0, 0 at top left and units of exact pixels
	
		glMatrixMode(GL_MODELVIEW);							// Select The Modelview Matrix
		glLoadIdentity();									// Reset The Modelview Matrix
	}
	
	void CRenderer::KillWindow()								// Properly Kill The Window
	{
		if (fullscreen)										// Are We In Fullscreen Mode?
		{
			ChangeDisplaySettings(NULL,0);					// If So Switch Back To The Desktop
			ShowCursor(TRUE);								// Show Mouse Pointer
		}
	
		if (hRC)											// Do We Have A Rendering Context?
		{
			if (!wglMakeCurrent(NULL,NULL))					// Are We Able To Release The DC And RC Contexts?
			{
				MessageBox(NULL,"Release Of DC And RC Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
			}
	
			if (!wglDeleteContext(hRC))						// Are We Able To Delete The RC?
			{
				MessageBox(NULL,"Release Rendering Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
			}
			hRC=NULL;										// Set RC To NULL
		}
	
		if (hDC && !ReleaseDC(hWnd,hDC))					// Are We Able To Release The DC
		{
			MessageBox(NULL,"Release Device Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
			hDC=NULL;										// Set DC To NULL
		}
	
		if (hWnd && !DestroyWindow(hWnd))					// Are We Able To Destroy The Window?
		{
			MessageBox(NULL,"Could Not Release hWnd.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
			hWnd=NULL;										// Set hWnd To NULL
		}
	
		if (!UnregisterClass("OpenGL",hInstance))			// Are We Able To Unregister Class
		{
			MessageBox(NULL,"Could Not Unregister Class.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
			hInstance=NULL;									// Set hInstance To NULL
		}
	}
	
	bool CRenderer::CreateRendererWindow(char* Title, int Width, int Height, int Bits, bool Fullscreen)
	{
		GLuint		PixelFormat;			// Holds The Results After Searching For A Match
		WNDCLASS	wc;						// Windows Class Structure
		DWORD		dwExStyle;				// Window Extended Style
		DWORD		dwStyle;				// Window Style
		RECT		WindowRect;				// Grabs Rectangle Upper Left / Lower Right Values
		WindowRect.left=(long)0;			// Set Left Value To 0
		WindowRect.right=(long)Width;		// Set Right Value To Requested Width
		WindowRect.top=(long)0;				// Set Top Value To 0
		WindowRect.bottom=(long)Height;		// Set Bottom Value To Requested Height
	
		fullscreen=Fullscreen;				// Set The Private Fullscreen Flag
	
		hInstance			= GetModuleHandle(NULL);				// Grab An Instance For Our Window
		wc.style			= CS_HREDRAW | CS_VREDRAW | CS_OWNDC;	// Redraw On Size, And Own DC For Window.
		wc.lpfnWndProc		= (WNDPROC) WndProc;		// WndProc Handles Messages
		wc.cbClsExtra		= 0;									// No Extra Window Data
		wc.cbWndExtra		= 0;									// No Extra Window Data
		wc.hInstance		= hInstance;							// Set The Instance
		wc.hIcon			= LoadIcon(NULL, IDI_WINLOGO);			// Load The Default Icon
		wc.hCursor			= LoadCursor(NULL, IDC_ARROW);			// Load The Arrow Pointer
		wc.hbrBackground	= NULL;									// No Background Required For GL
		wc.lpszMenuName		= NULL;									// We Don't Want A Menu
		wc.lpszClassName	= "OpenGL";								// Set The Class Name
	
		if (!RegisterClass(&wc))									// Attempt To Register The Window Class
		{
			MessageBox(NULL,"Failed To Register The Window Class.","ERROR",MB_OK|MB_ICONEXCLAMATION);
			return FALSE;											// Return FALSE
		}
	
		if (fullscreen)												// Attempt Fullscreen Mode?
		{
			DEVMODE dmScreenSettings;								// Device Mode
			memset(&dmScreenSettings,0,sizeof(dmScreenSettings));	// Makes Sure Memory's Cleared
			dmScreenSettings.dmSize=sizeof(dmScreenSettings);		// Size Of The Devmode Structure
			dmScreenSettings.dmPelsWidth	= Width;				// Selected Screen Width
			dmScreenSettings.dmPelsHeight	= Height;				// Selected Screen Height
			dmScreenSettings.dmBitsPerPel	= Bits;					// Selected Bits Per Pixel
			dmScreenSettings.dmFields=DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT;
	
			// Try To Set Selected Mode And Get Results.  NOTE: CDS_FULLSCREEN Gets Rid Of Start Bar.
			if (ChangeDisplaySettings(&dmScreenSettings,CDS_FULLSCREEN)!=DISP_CHANGE_SUCCESSFUL)
			{
				// If The Mode Fails, Offer Two Options.  Quit Or Use Windowed Mode.
				if (MessageBox(NULL,"The Requested Fullscreen Mode Is Not Supported By\nYour Video Card. Use Windowed Mode Instead?","NeHe GL",MB_YESNO|MB_ICONEXCLAMATION)==IDYES)
				{
					fullscreen=FALSE;		// Windowed Mode Selected.  Fullscreen = FALSE
				}
				else
				{
					// Pop Up A Message Box Letting User Know The Program Is Closing.
					MessageBox(NULL,"Program Will Now Close.","ERROR",MB_OK|MB_ICONSTOP);
					return FALSE;									// Return FALSE
				}
			}
		}
	
		if (fullscreen)												// Are We Still In Fullscreen Mode?
		{
			dwExStyle=WS_EX_APPWINDOW;								// Window Extended Style
			dwStyle=WS_POPUP;										// Windows Style
			ShowCursor(FALSE);										// Hide Mouse Pointer
		}
		else
		{
		 	//Make the window borderless
		 	dwExStyle=WS_EX_APPWINDOW;								// Window Extended Style
			dwStyle=WS_POPUP;
			
			//dwExStyle=WS_EX_APPWINDOW | WS_EX_WINDOWEDGE;			// Window Extended Style
			//dwStyle=WS_OVERLAPPEDWINDOW;							// Windows Style
		}
	
		AdjustWindowRectEx(&WindowRect, dwStyle, FALSE, dwExStyle);		// Adjust Window To True Requested Size
	
		// Create The Window
		if (!(hWnd=CreateWindowEx(	dwExStyle,							// Extended Style For The Window
									"OpenGL",							// Class Name
									Title,								// Window Title
									dwStyle |							// Defined Window Style
									WS_CLIPSIBLINGS |					// Required Window Style
									WS_CLIPCHILDREN,					// Required Window Style
									0, 0,								// Window Position
									WindowRect.right-WindowRect.left,	// Calculate Window Width
									WindowRect.bottom-WindowRect.top,	// Calculate Window Height
									NULL,								// No Parent Window
									NULL,								// No Menu
									hInstance,							// Instance
									NULL)))								// Dont Pass Anything To WM_CREATE
		{
			KillWindow();								// Reset The Display
			MessageBox(NULL,"Window Creation Error.","ERROR",MB_OK|MB_ICONEXCLAMATION);
			return FALSE;								// Return FALSE
		}
	
		static	PIXELFORMATDESCRIPTOR pfd=				// pfd Tells Windows How We Want Things To Be
		{
			sizeof(PIXELFORMATDESCRIPTOR),				// Size Of This Pixel Format Descriptor
			1,											// Version Number
			PFD_DRAW_TO_WINDOW |						// Format Must Support Window
			PFD_SUPPORT_OPENGL |						// Format Must Support OpenGL
			PFD_DOUBLEBUFFER,							// Must Support Double Buffering
			PFD_TYPE_RGBA,								// Request An RGBA Format
			Bits,										// Select Our Color Depth
			0, 0, 0, 0, 0, 0,							// Color Bits Ignored
			0,											// No Alpha Buffer
			0,											// Shift Bit Ignored
			0,											// No Accumulation Buffer
			0, 0, 0, 0,									// Accumulation Bits Ignored
			16,											// 16Bit Z-Buffer (Depth Buffer)
			0,											// No Stencil Buffer
			0,											// No Auxiliary Buffer
			PFD_MAIN_PLANE,								// Main Drawing Layer
			0,											// Reserved
			0, 0, 0										// Layer Masks Ignored
		};
	
		if (!(hDC=GetDC(hWnd)))							// Did We Get A Device Context?
		{
			KillWindow();								// Reset The Display
			MessageBox(NULL,"Can't Create A GL Device Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
			return FALSE;								// Return FALSE
		}
	
		if (!(PixelFormat=ChoosePixelFormat(hDC,&pfd)))	// Did Windows Find A Matching Pixel Format?
		{
			KillWindow();								// Reset The Display
			MessageBox(NULL,"Can't Find A Suitable PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
			return FALSE;								// Return FALSE
		}
	
		if(!SetPixelFormat(hDC,PixelFormat,&pfd))		// Are We Able To Set The Pixel Format?
		{
			KillWindow();								// Reset The Display
			MessageBox(NULL,"Can't Set The PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
			return FALSE;								// Return FALSE
		}
	
		if (!(hRC=wglCreateContext(hDC)))				// Are We Able To Get A Rendering Context?
		{
			KillWindow();								// Reset The Display
			MessageBox(NULL,"Can't Create A GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
			return FALSE;								// Return FALSE
		}
	
		if(!wglMakeCurrent(hDC,hRC))					// Try To Activate The Rendering Context
		{
			KillWindow();								// Reset The Display
			MessageBox(NULL,"Can't Activate The GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
			return FALSE;								// Return FALSE
		}
	
		ShowWindow(hWnd,SW_SHOW);						// Show The Window
        SetForegroundWindow(hWnd);						// Slightly Higher Priority
        SetFocus(hWnd);									// Sets Keyboard Focus To The Window
		ResizeScene(Width, Height);					// Set Up Our Perspective GL Screen
	
		if ( !Init() )									// Initialize Our Newly Created GL Window
		{
			KillWindow();								// Reset The Display
			MessageBox(NULL,"Initialization Failed.","ERROR",MB_OK|MB_ICONEXCLAMATION);
			return FALSE;								// Return FALSE
		}
	
		//Save private variables
		width = Width;
		height = Height;
	
		return TRUE;									// Success
	}
	
	//Check for windows messages
	//--------------------------
	bool CRenderer::CheckMessages()
	{
	
	    MSG msg;
	
	    if (PeekMessage(&msg,NULL,0,0,PM_REMOVE))	// Is There A Message Waiting?
		{
			if (msg.message==WM_QUIT)				// Have We Received A Quit Message?
			{
				setQuit(TRUE);							// If So done=TRUE
			}
			else									// If Not, Deal With Window Messages
			{
			 	//Pass the message to the gui
				//GUI.ProcessMessage(msg);
				
				TranslateMessage(&msg);				// Translate The Message
				DispatchMessage(&msg);				// Dispatch The Message
			}
			
			return true;
	
		}
		else
			return false;
	
	}
	
	void CRenderer::DrawQuad(Vector3D Pos, Vector3D Size, bool Filled, Vector3D TexStretch)
	{
	
	    //Precalculate half the width and height
		float w2 = Size[0] / 2;
		float h2 = Size[1] / 2;
	
	    //Set to wireframe mode
	    //if (!Filled) glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
		
			//Draw a rectangle
			glBegin(GL_QUADS);
				glTexCoord2f(TexStretch[0], TexStretch[1]);
				glVertex3f(Pos[0] + w2, Pos[1] + h2, Pos[2]);		//Top Right
				glTexCoord2f(0, TexStretch[1]);
				glVertex3f(Pos[0] - w2, Pos[1] + h2, Pos[2]);		//Top Left
				glTexCoord2f(0, 0);
				glVertex3f(Pos[0] - w2, Pos[1] - h2, Pos[2]);		//Bottom Left
				glTexCoord2f(TexStretch[0], 0);
				glVertex3f(Pos[0] + w2, Pos[1] - h2, Pos[2]);		//Bottom Right
			glEnd();
	
		//Return to fill mode
	    //if (!Filled) glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
	
	}
	
